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Kirby Stage Discussion

fromundaman

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I don't see this thread anywhere, so I thought I should make it.

This thread shall be used to discuss stages that are good/bad for Kirby, and rate them out of 10. I would appreciate seeing intelligent discussion and not just "lulz [enter stage name] is amazing lulz", give reasons.

Also, if a stage is particularly effective against a certain opponent, or if an opponent is particularly good on a certain stage, then let us know.

Would you guys prefer I assign a stage to discuss each time or just discuss them as we go?



Here's the ones that have already been done, either here or in another thread:

Brinstar:



Okay, so I just did some testing on Brinstar, and if this isn't already listed as "one of kirby's best stages", then I think maybe it should be. Here are some reasons it's so good for him:

-Close sides for early KOs from fsmash, dsmash, hammer, aerial hammer, wall of pain, some copied powers.
-Short ceiling for early KOs from upsmash, dsmash, aerial hammer, hammer, upthrow, upair at high %
-Spiking people into the acid
-I figured out what happened on the breakable cylinders that can separate the stage. If you run onto them, and do a grounded hammer, you will actually slide a noticable distance, and your hammer reaches much farther than it normally would. TRY IT!
-Increased hitbox duration for Stone and downward-angled hammer on those breakable cylinders.
-Jab the string pillars to refresh moves.
-Leftward-facing Final Cutter on the right platform (attached) follows the platforms angle downwards and can hit people on the middle part of the stage.
-Stone Shockwave Glitch on the right platform (when string is broken). Beware of falling off when the string reattaches, or when the stage comes back together.
-Turning into a Stone when the acid is high for safety. Your opponent can't follow you there. You will eventually take over 30% damage from the acid in Stone form, and it will knock you up, but you won't take any damage due to the Stone's mechanics. Beware of doing this at high percentages.
-Attacking through the bottom of the stage is great for Kirby. Beware of characters with spikes.
-The small stage discourages camping. Campy characters are screwed even more when the acid rises to full height, and you are both pretty much forced to the top platform.
-Kirby evades the acid easier than most with his multiple jumps.


Things to watch out for:
-Falling through the acid as a Stone to your doom.
-Close sides and top can be advantageous for your opponent, as well as you.
-Some attacks can last incredibly long on the strings that attach the platforms. Take advantage of people that do this by accident, but watch out for people who try to trick you with it. (Snake's Fsmash, like Bunny said)


That reminds me, I heard that this is a BAD stage to fight Snake on? I think it could go either way, though admittedly uptilt and possibly ftilt could absolutely destroy you. At the same time though, you could destroy Snake with early kills off the side. Fsmash, or hammer when he's recovering.
Also, another interesting thing about Brinistar: If you D-throw on thos cylinder thingies that seperate the stage, you'll destroy one per kick, breaking the stage in half before it finishes, which then forces a strange grab release in the middle of the throw (It's like a ground release even though you're both in the air). So basically, be careful where you're D-throwing, because while that can be good if you catch your opponent off-guard, if your opponent knows about it, they can attack you before you can get them (at least computers seem to be able to attack out of that before me, so I assume it let's your opponent react a little before you do, though it could just be me sucking.).


Part of the reason Brinistar is listed as a good Snake stage is because the slopes allow him to sit on one of the side platforms and just shield drop grenades and watch them roll to the middle of the stage, peppering anyone coming from there (though you can too if you take his grenaeds). On top of that, his U-tilt destroys aerial approaches, and his F-tilt and jab combo can reach pretty much across all 3 of the platforms. Also, I could be wrong, but I believe the lava does NOT detonate his C4, so it can be easy to lose track of here. Essentially though, he could just camp on the side platform and grenade you all day, forcing you to approach him, which, due to the small size of the platforms + his tilts, can be very bad. Even if you come from below, a well timed grenade drop will stop your assault and knock you right into U-tilt or mortar range.

Luigi's Mansion:



Pros:

-
dthrow->utilt locks against the bottom ceiling
-
this is the only stage (other than occasionally on Norfair) where you can really spam FC safely, since you go up and back down much faster, and since it goes through the pillars, it can beat out other projectiles.
-
Inhale is also more effective here since they don't rise after being spit out on the bottom section, and instead kind of sit there stuck to the ceiling for a few seconds if you spit them out on the bottom floor.
-
upthrow for kos on the top of the stage when it's there
Cons:
-
Everybody with a spammable Usmash/tilt or spammable b move gets the best of him there. Although kirby has a pretty spammable Utilt of himself he's just waiting to be slain by Snakes Olimars, Lucario's and MKs on that stage.
-
the sides are kinda far though, so it makes KOing with fsmash hard.
-Easy to plank/stall here due to the stage's size.


Corneria:



Pros:

-Close sides make it easy to Fsmash KO.
-Uthrow/Usmash kill easily here, and Uthrow on top of the fin kills at VERY low percentages.
-Can Jab Lock against the fin.
-Easy to gimp with inhale by spitting them under the tail of the ship.


Cons:

-Easy to get star KO'd due to the low ceiling.
-Can be infinited against the fin.

Useless, but cool, info:

-Kirby can fly under this stage.




Make sure to read the whole thread for other, more detailed info not in this post. Also, I'm lazy and don't update enough, so keep checking the actual posts.
 

Tiersie

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I would like to start this off with Kirby's worst stage IMO.

Luigi's Mansion. I rate it 2/10

Why? Very simple. Everybody with a spammable Usmash/tilt or spammable b move gets the best of him there. Although kirby has a pretty spammable Utilt of himself he's just waiting to be slain by Snakes Olimars, Lucario's and MKs on that stage.

Don't pick this stage in a lot of cases.
 

fromundaman

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On Luigi's Mansion, I somewhat disagree. True, Kirby can get Utilt spammed like crazy, but the low ceiling on the bottom floor allow him to do the same thing, especially after a Dthrow. Also, this is the only stage (other than occasionally on Norfair) where you can really spam FC safely, since you go up and back down much faster, and since it goes through the pillars, it can beat out other projectiles.

On top of that, you don't really HAVE to go to the bottom part. You can easily fly around destroying the house if they're going to spam Utilts at you. Inhale is also more effective here since they don't rise after being spit out on the bottom section, and instead kind of sit there stuck to the ceiling for a few seconds if you spit them out on the bottom floor. Also your Uair goes through the floor of the second floor/ceiling of the first, though I think that's the same for just about everyone.

Don't get me wrong, it's definitely not a great stage, but it's not all that bad. I dunno, I'd probably give it a 4.
 

Asdioh

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Good job making this thread, I was thinking about doing the same. I'll try to post something constructive with my limited knowledge/formidable theorycrafting ability @_@

Isn't it spelled "Brinstar," by the way >_>

I would like to start this off with Kirby's worst stage IMO.

Luigi's Mansion. I rate it 2/10

Why? Very simple. Everybody with a spammable Usmash/tilt or spammable b move gets the best of him there. Although kirby has a pretty spammable Utilt of himself he's just waiting to be slain by Snakes Olimars, Lucario's and MKs on that stage.

Don't pick this stage in a lot of cases.
I disagree, Luigi's Mansion is so-so for Kirby. He has no real disadvantage imo; dthrow->utilt locks against the bottom ceiling, upthrow for kos on the top of the stage when it's there...the sides are kinda far though, so it makes KOing with fsmash hard. If you find that you are behind in percentage, try to go to the bottom so that you can rack up damage on them, while they have trouble killing you due to the enclosed space.

This stage is, or should be, banned though. It's kinda broken, and if you've heard of Plank's MK, you can stall on this stage like you can on Temple because it's so big.


ok...

Corneria: I like this stage because Kirby can fly under it. No just kidding, but he really can. At least, right to left (I think?)
Anyway, stages with close edges = good for Kirby, and this most definitely has close edges. I once did the full "Gonzo Combo" on a Wolf on the left side and killed him that way. It might have been bad DI on his part, but (facing left, near the left end of the stage) fthrow->uair->fthrow->uair->fsmash and he died, from 0%. Pretty sweet XD

You can uthrow at the top of the fin for early kos, as well as upsmash there, and any other KO move that sends the opponent upwards. If you are lucky and have good timing, you can also upthrow on top of the Arwing/badguyship when it's flying across the stage, and that can lead to an earlier KO too.

What else? You can jablock against the bottom of the fin...watch out for other characters that have wall locks/infinites. A ROB counterpicked this against me once, and dtilt-locked me against the fin, and I cried. Actually I didn't cry, I turned away from the screen and made idle chat with nearby spectators at the tourney. Then someone told me I could DI out of it and I was like "Oh." too bad I didn't know much about smash DI back then.

Instead of Kirbyciding here, you could get some good gimps because of the nature of the left and right edges...on the right side, you can spit them out under the tail, and it's pretty hard for most characters to recover from there. On the left side, they might get shot with lasers, or could just be put in a disadvantageous position.

You can also do this:


Green Greens:
I don't know much to say about it...if it's legal, you might want to give it a try, because it has good things going for Kirby, and it's possible your opponent is less used to it than you, if you've practiced on it. The main reason I'd pick it is because of the close edges again, early KOs.

You can jablock against the blocks...you can turn into a stone above explosive blocks for
Peppy said:
Surprise attack coming from above!
You can also blow up the blocks with (I think) Final Cutter, or some copied powers. The falling apples either 1. are normal projectiles 2. act as food and heal you or 3. blow up. o_O

Watch out for the wind...watch out for the explosive blocks falling from above you.

You can upthrow on the platforms, opponent will need to be at a pretty high percent though.

Kirby can go under the different parts of the stage pretty easily, and that can be used if your opponent is pressuring a certain area of the stage and you're having trouble getting up.

Green Greens has a lot of quirks, I direct you to this video http://www.youtube.com/watch?v=rZBI_a9LddQ to learn a bit about it...interesting video ^_^
credit goes to Praxis, since it's obviously hers...

Also, she just uploaded this short one http://www.youtube.com/watch?v=AWZb7xqD0c8
one of the funniest videos I've ever seen in my life

Jungle Japes: This place is hell, for everyone. Everybody already knows about the evil Klaptrap that is FREAKING ALWAYS THERE under the stage, that thing is broken as hell. It will kill you, unless you get very lucky and manage to survive the hit somehow. Don't get too cocky,
Star Fox
if you are ahead, because that thing can take 2 stocks off you like nothing.

ANYWAY, the good things about this stage for Kirby:
1. Very, very high ceiling. Kirby relies very little on star kos, but he is susceptible to them. This negates that fairly well.
2. Close sides. Fsmash, dead, gg you tried.
3. I learned about this from the old thread: Between the left platform, and middle part of the stage, do a "Kirbycide" where you fall into the water between them...your opponent will appear to the left of you, and be swept into the blastzone by the current, but you have time to jump out and make it back onstage. Cheap, fun, awesome. Watch out for that @#$% Klaptrap so that you don't BOTH get killed, because kamikaze is more fun if you survive and your opponent doesn't.
4. Dairing your opponent into the water.
5. If you get spiked into the water, Kirby has a great recovery, and can usually make it onstage without being swept into the blastzone by the current. Kirby can also float under most of the stage, like on Green Greens, to get away from areas that are being severely pressured. Except watch out for that Klaptrap.

If you can play very carefully and avoid the Klaptrap every game, I'd recommend counterpicking this stage against Snake and Game & Watch. This is because they have ridiculous star ko abilities. This stage is also great against anyone with a poor horizontal recovery, since landing in the water frequently spells death for them.
 

fromundaman

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*doh* You're right... it is Brinstar >.<

Also, you didn't propose a score for your stages... *ARG!* :mad:


Hehe, anyway...

Corneria: Watch out though, because the ceiling is quite low, and you can get star KOed very easily. Other than that I agree. A 6.5-7/10 for me I'd say.

Green Greens: I love this one. It's just so ridiculously easy to jab lock them against the blocks, and even better, when a block falls on them, they won't even flinch from it (If jab locked that is) unless it's a bomb block, which will spike them.
You can only destroy bomb blocks with the FC shockwave though (EDIT: Not really sure why sometimes normal blocks get destroyed and sometimes they don't...). Otherwise I agree with everything you said. 9/10 for me.

Brinstar: All the previous reasons I've given for it. 10/10.

Jungle Japes: really, that Klaptrap is the only thing going against you on this stage, and it affects everyone. Only difference is, most other characters get screwed very heavily from this stage, whereas you actually benefit from it due to the high cieling and small side borders. 9.5-10/10.
 

Praxis

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Hey Kirbies! Mind if I help out a bit? I'm kind of a stage expert when it comes to a certain set of stages. :)

First, thanks for using my Greens vid ^_^ (I'm a guy though...even though I play Peach xD )

Jungle Japes: This place is hell, for everyone. Everybody already knows about the evil Klaptrap that is FREAKING ALWAYS THERE under the stage, that thing is broken as hell. It will kill you, unless you get very lucky and manage to survive the hit somehow. Don't get too cocky, Star Fox if you are ahead, because that thing can take 2 stocks off you like nothing.

ANYWAY, the good things about this stage for Kirby:
1. Very, very high ceiling. Kirby relies very little on star kos, but he is susceptible to them. This negates that fairly well.
2. Close sides. Fsmash, dead, gg you tried.
3. I learned about this from the old thread: Between the left platform, and middle part of the stage, do a "Kirbycide" where you fall into the water between them...your opponent will appear to the left of you, and be swept into the blastzone by the current, but you have time to jump out and make it back onstage. Cheap, fun, awesome. Watch out for that @#$% Klaptrap so that you don't BOTH get killed, because kamikaze is more fun if you survive and your opponent doesn't.
4. Dairing your opponent into the water.
5. If you get spiked into the water, Kirby has a great recovery, and can usually make it onstage without being swept into the blastzone by the current. Kirby can also float under most of the stage, like on Green Greens, to get away from areas that are being severely pressured. Except watch out for that Klaptrap.

If you can play very carefully and avoid the Klaptrap every game, I'd recommend counterpicking this stage against Snake and Game & Watch. This is because they have ridiculous star ko abilities. This stage is also great against anyone with a poor horizontal recovery, since landing in the water frequently spells death for them.
Actually, Japes is one of my favorite stages, and was my #1 favorite stage before I discovered the wonder that is Green Greens. The water refreshes all your jumps and Peach's float- Kirby should be able to recover to the stage at all times from falling in.

The Klaptrap SEEMS annoying, until you make a stunning realization.
1) It's not random. It has a pattern.
2) It completes a full stage circle in ten seconds.

Now, a proper tournament match should have a timer, like, say, 7 minutes, in addition to three stock. What you do is note the Klaptrap's location at a certain time (say, 6:55). Then, remember that every time the timer ends with that same last number (x:x5), you'll know exactly where the Klaptrap is. Additionally, every time you see the Klaptrap pass by, you know you can safely travel in that area for ten seconds, jumping under the stage and attacking your opponents above. If you've seen no Klaptrap, then don't try it till you see him pass, or look at the timer first.

Your opponents will try to duplicate your tactics, and get eaten by the Klaptrap.

Also, it helps to name the Klaptrap. This intimidates your opponents, as it implies you two have an inherent understanding ;) I call him "Klappy" myself.

Jungle Japes: really, that Klaptrap is the only thing going against you on this stage, and it affects everyone.
If you're keeping track of the Klaptrap via the timer and where he is on the stage, the Klaptrap will actually be helping you. It'll never threaten you, and your opponents will be completely surprised.

As for who to counterpick it on:
If you can play very carefully and avoid the Klaptrap every game, I'd recommend counterpicking this stage against Snake and Game & Watch.
Snake yes, but Game & Watch...it's not a BAD counterpick, and is probably better than most neutrals, but it's not a GREAT one either. He has plenty of side KO options like Dsmash on the platforms and fair. But with proper DI you can live longer, so it's not a bad CP if you're very familiar with it. Especially since G&W has soooo few stages that give him any disadvantage at all :(

Just remember to CP this on any character who kills primarily off the top. This stage is great for Link and Toon Link. Link can't recover from the water if you just edgehog him, and both characters primarily kill with Dsmash, Usmash, Dair, and Uair- all of which send you UP (except Toon Link's dair which sometimes spikes). I've never lost to Deva on this stage (just like he's never lost to me on Norfair, where Link can camp and recover well).

Also, Japes is easily the best Olimar counterpick in the game, rivalled only by Rainbow Cruise. Olimar primarily kills with usmash, and sometimes with bthrow. Usmash will never kill on Japes, and you can DI uthrow up. Better yet, the water kills or desyncs ALL of his Pikmin, so if he falls in the water, just go grab the nearest ledge. Olimar, having no Pikmin, will be unable to recover or attack. He'll jump out, but can't hit you off the ledge, so he'll fall back in and die.

Seriously, I once fought an Olimar good enough to beat me on the first match just barely (remember, I'm Peach: 70:30 matchup). I took him to Japes and three stocked him.

Green Greens:
Best stage in the game.
Many tricks to it, as seen in the video. Blocks fall when the top block in a column is missing, so if a block is missing, wait for one to fall before crossing to reduce risk of hitting a random falling bomb block.

The most important thing to note is that bomb blocks have an explosion that does not linger, i.e., lasts for one frame, despite the fact that the explosion animation is much longer. If you feel pressured and your opponent is being aggressive, run over to a bomb block and spotdodge their next attack. The explosion lasts for one frame, and you'll be invincible from the spotdodge. Your opponent's attack goes right through you, hits the bomb, and THEY blow up.

You'll see me do that several times in the video. It ***** the crap out of downsmashers like Game & Watch and MK and ROB.

Also, remember that Green Greens functions as an evening-out stage. Short sides remove recovery advantages. So counterpick it on everyone who has a better recovery than Kirby. That includes...Metaknight, ROB, and Game & Watch (arguable, but he covers about the same distance and has invincibility frames, so you can't edgeguard him anyway, and he's even lighter than you).

It's also decent for projectile spammers- Falco can't shoot through the blocks, and the bombs limit his recovery because he risks forward-Bing through the bombs and killing himself.

I pick it on Snake because I love the stage so much, but it's honestly a terrible Snake counterpick, since he can uptilt you at stupidly low %. Also, don't ever, ever go there with a Dedede. He can infinite you against the walls (until the wind breaks it up), his Bair kills stupidly low, he can camp under the platforms with uair...ugh.




I would like to encourage everyone to develop a duo or trio of "gay" stage counterpicks. Use your pick based on your opponent's character, and what will disadvantage them the most. Eventually people will start banning one, but you'll have the other to fall back on.
 

fromundaman

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WARNING: This post is going to follow a very disjoincted train of thought. Don't be surprised by sudden topic changes.

Wow, thanks Praxis! That's amazing info.

Now the only thing that really hurt me on Jungle Japes is no longer a threat!
Also, yeah, that stage absolutely destroys Olimar.

RC isn't *too* bad for Olimar if the Olimar knows how to play it right, though few do, which is great, because then they ban RC and leave Japes wide open. The pendulum is the only part where he should be really having a rough time.

Quick warning: On Brinstar, if Yoshi uses his Dair on one of those tentacle things holding the platform, it will stay out for what seems an eternity, so watch out for that.

Also, since I haven't mentioned it yet:

Pirate Ship: While this is not technically a bad stage for Kirby, it really doesn't do much for him either. However, it helps out a lot of your opponents (Anyone with a spike, bad recovery, or anyone who is easily gimped, so basically, almost everyone.) and prevents you from gimping, which, I don't know about you guys, but that's how I get most of my Kirby kills. On the plus side, an opponent floundering about in the water makes an easy stone target.
Also, being so lightweight, the catapult and bombs are going to send you flying farther than most.
The flying part can be pretty useful though since Kirby is very good at regulating his height on that part (stone/FC).
You can get the stone glitch on the King of Red Lions, but it's use is very limited. I prefer using FC on that spot anyway to send the shockwave up to the edge of the main ship.
All in all, I would not pick this stage, and depending on the opponent, would consider banning it. 3-4/10
 

Asdioh

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That's interesting. I like Pirate Ship, just because...I like it. If you are able to watch out for bombs in the background (I used to hate the bombs, it was the only random event in that stage I didn't like) until I won a tournament match because Fox got killed by the bombs twice. Then I loved the stage again. I think the catapult is stupid though >_>

Great post, Praxis. I knew the Klaptrap had a pattern, I just didn't know how long. 10 seconds..I'll keep that in mind. If you know that and your opponent doesn't, huge advantage ^_^

I also didn't know that about the Green Greens explosions, awesome. Yeah, I saw a Dedede pick this stage and infinite people >_> lame


Also...I was going to make a whole new thread about this, but I'll just post it here for now:


Brinstar: A Video
 

fromundaman

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Nice video Asidoh! I didn't realize that the Dthrow could spike if you managed to end it as the stage split. Always turns out being a grab-release for me. Awesome kills though!
 

Equus

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I found a strange Final Cutter glitch on Brinstar while messing around with the DThrow Spike that was mentioned. There's a spot on the stage where if you perform a Final Cutter under the right spot, the wave will automatically launch as soon as you touch the top of the floor without swooping down first. It's kinda tricky to do, and I don't have a way to record the glitch, but the spot where you can do it is right here:



I used that tentacle hanging under the spot as a guide.
 

Dynomite

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why is close sides good? sure it can side smash but i mean if he gets hit off (cuz he is light) he cant recover that great..
 

Asdioh

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Nice video Asidoh! I didn't realize that the Dthrow could spike if you managed to end it as the stage split. Always turns out being a grab-release for me. Awesome kills though!
...that was the only time I've done that so far. I just tried it a couple times earlier today, and I also got grab releases D: luck must be involved.

I found a strange Final Cutter glitch on Brinstar while messing around with the DThrow Spike that was mentioned. There's a spot on the stage where if you perform a Final Cutter under the right spot, the wave will automatically launch as soon as you touch the top of the floor without swooping down first. It's kinda tricky to do, and I don't have a way to record the glitch, but the spot where you can do it is right here:



I used that tentacle hanging under the spot as a guide.
hmmm...I'll look into it I s'pose.

why is close sides good? sure it can side smash but i mean if he gets hit off (cuz he is light) he cant recover that great..
His side smash can ko at ridiculously low percentages, his dsmash and hammer also have better ko potential. He can wall of pain with back or forward air, and get possible early kills. In my video I ko'd a Donkey Kong at 92%, and he was in the middle of Brinstar, not even the side @_@

It's true you can also get ko'd earlier due to your light weight, but Kirby's fsmash and other aspects are just so good for short sides.

Brinstar is working well for me. I'm 2-stocking people that beat me first game on the AiB ladder XD
Just had a Pikachu suicide in a similar manner to some of the people in that vid. This stage is so much fun :D
Why work for KOs when the stage can do it for you?
 

momochuu

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...I know who I'm gonna have the most in my combo video...<__<;
 

Acid018

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I just want to note that if Kirby accidently pops a balloon in Smashville with down b, then almost all the force is lost, and so the player underneath won't get damaged as much, and there won't be as much knockback.
 

fromundaman

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@Equus: If I understand what you're saying, the same thing happens on a few other stages:

BF: If you FC under the top platform, you go straight into the shockwave I think (I don't really remember, I'll check and confirm tomorrow.)

Pictochat: You can do this on the part where the block pyramid appears. If you are inside it and use FC, you kind of teleport one story higher and do the shockwave.

I think it has something to do with the height you hit the platform at. I bet it can be done anywhere if we were to determine the exact height, though so far I've been unsuccessful at doing it.


@Acid: That's good to know!
 

shock505

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I dont play on brinstar alot but when i do i also tend to kill very early due to what fromundaman said with the close sides, drill into acid, etc. Now that i think about it i should play on it more.
 

fromundaman

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I dont play on brinstar alot but when i do i also tend to kill very early due to what fromundaman said with the close sides, drill into acid, etc. Now that i think about it i should play on it more.
Thanks for the credit, but that was actually Asidoh's suggestion :chuckle:

I'm just collecting data we get into the OP (Though I've been kind of slow about doing it so far).

Ugh... library's closing... I'll add some more thoughts on stages another day, but that doesn't stop anyone else from adding their thoughts. We need more discussion!
 

deepseadiva

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You seem to have a good discussion going on here, but I'm lazy and won't read through the thing. I just have a simple question. Would any of you agree on this?:

:kirby2: Kirby
Best: Rainbow Cruise
Worst: Corneria
It's for this thread, discussing each character's 3 general best and worst stages.

If no, suggestions?
 

Asdioh

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I personally like Corneria.

Kirby really doesn't have any bad stages, that's the cool thing. He's like Meta Knight, except he actually has bad character matchups >_>

In fact, I don't think Rainbow Cruise is necessarily THE best for Kirby, either. He's good on Japes and a few others, but really, Kirby players need to know their opponents in order to pick a stage.

My personal opinion is that Lylat Cruise is one of Kirby's worst stages. Let's see if anyone else thinks that XD
 

fromundaman

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I agree with Asidoh that I don't think Corneria is our worst stage. It has some good and bad things for Kirby (AKA it's good but a bit too small...).

I'd say the worse stages for Kirby aren't bad, but rather less good. By that reasoning, I'd say Pirate Ship, followed by Luigi's Mansion (Yeah, I'm contradicting my first post, but really, looking at the stage list, it does actually seem like one of the least beneficial).

While Lylat isn't exactly the best Kirby stage, it does facilitate his edge guarding quite a bit since this is one of the easiest stage to spit your opponent under the stage and get a kill for it, especially on whichever side it is that is dipping at the time.
Also, this stage screws a LOT of characters, from their recovery, to some of their ATs, projectiles, and ACs, so it will help you by messing with them.
Finally, if you FC on the sides, the shockwave will be angled, which can be both good and bad.

As for Kirby's best stages, Brinstar is amazing (see about half of this thread), as are both Jungle Japes and Green Greens (see the other half of the thread).
Pictochat is also pretty good due to the numerous glitches, and Frigate is also pretty good due to the possible Dthrow spike, the ease of edgeguard, and how easily one can Kirbycide.
 

Asdioh

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Frigate is also pretty good due to the possible Dthrow spike, the ease of edgeguard, and how easily one can Kirbycide.
Oh snap, I never thought of that. Do you Dthrow right before the stage flips...and ... they're screwed? >_>

I once Inhaled right before the stage flipped, and it lead to an easy Kirbycide. It made me happy.

Also, Corneria has great ledges to Starshot under. The right one especially XD
 

fromundaman

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Yeah, I think I'd mentioned it in the Random chat thread, but if you hear the stage flip bell go off, grab them and start a Dthrow. What will happen is that it will flip as you kick them, ad for some reason it teleports you to wherever you should be teleported to when the stage flips, while the other guy stays in place and gets a fairly weak spike downwards. Oftentimes, this will also put him under the stage, and even characters with good recoveries can be screwed by the combination of the spike, being under the stage, and you going to ensure that they don't get back.
 

Vermy

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Why has no one mentioned Skyworld? O_O
I wouldn't go as far to say its the best, but it tips the battle substantially in Kirby's favour.


Pros:
*If you're a grab-a-holic like myself, with forward and back throws you can stage spike opponents from the bottom right and left hand sides.

*Most heavy hitters (Ike, DK, DDD) and the space animals will struggle with this stage as they will lose focus from all their attacks breaking platforms.
*Kirby's multi-jumps allow him to recover easier than most other characters
*The design of the stage discourages camping.
*Mid to short sides are optimum for aerial hammer hits, b-airs or d-airs in the bottom corners of the stage,adding to kirby's air game.
*The high-ish top of the stage nullifies getting up KO'd.
*The moving platform below the stage allows stalling for temporary strategising.
*Relatively easy stage for swallowcides.

Cons:
*Stone = VERY swift death to kirby
*if the bottom platforms have been broken and you find yourself off the bottom of the stage, final cutter will be virtually useless for recovery.
*Kirby himself can be stage spiked relatively easy if not careful

I give it 7/10
Anyone else agree?
 

Vermy

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Oh, and in Skyworld, U-throws can actually be used to string attacks together, as Kirby is still in the air when the opponent hits teh floor. =3
 

fromundaman

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Here's the thing Vermiis: Skyworld isn't a tournament legal stage.

Even if it were though, it would not be a good Kirby stage. Well, not too good anyway due to our light weight.
You mention Ike. Let's pretend for a second Ike breaks the bottom platform but the top one is still there. Now, let's assume Ike Utilts. Stage Spike. Replace Ike by D3: Stage Spike. Ganon: Stage Spike (Usmash/aerial wizkick/Uair/Fair/Bair/Dair, AKA normal spike). Sonic: Stage Spike (with Uair/Utilt), Yoshi (Uair/Usmash), etc. Kirby's only good stage spike by that method is Stone, amd MAYBE Usmash.



Fun thing to do on Delfino/Pirate Ship though: Dair spike into the water>Stone as they come up. It's an easy and pretty epic KO.
Also, stone edge guard like crazy on water levels. Both my kills on Paradigm's Samus yesterday on Pirate Ship were done with stone (each by the one of the previously mentioned methods).
 

A1lion835

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I never understood why Asidoh thought Brinstar was so awesome. Until today. I'm thinking of making a combo video: "Brinstar pwns everything while I stand there and take all the credit."

It sets me up for comboes, like dair->interuppt by lava->bair, and I KO'd someone with the earthquake (rapid stone/whatever you call it) glitch. And I started off with an SD but still managed to destroy this really good rob. Brinstar just seems to like me. I give it: 9.5/10.
 

Asdioh

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Yeah, Skyworld generally isn't legal. It's kinda a screwed up stage.

If you're having problems with stage spikes: learn to tech :p

Also, Kirby's up throw is a suicide throw like in Melee in one spot on Skyworld. If the top platform (the right one on the very top) is broken, and the bottom platform (farthest to the right) is NOT broken, your upthrow suicide kills if you're facing left on the far right edge of the bottom, in-tact platform when you grab. Kinda a long-winded explanation, but it's pretty simple. And fun.

Up throw also suicide kills on the little platform on the bottom of Hyrule Temple, if you're on the left side and facing right.
 

Triple_R2

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Ok, I don't want this thread to die, I think it is a good idea that needs to get stickied. One of the stages I like to pick is jungle japes. The only reason I pick it is because that's what I used in melee. It doesn't seem to be as good for him as it used to be. Usually I find myself being out camped by someone controlling the middle. What are people's thoughts on this stage?
 

fromundaman

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Japes is a great stage for campers, that much cannot be denied, yet Kirby can be a beast on this stage, and, generally speaking, does better on it than most other characters. On top of that, he has an easy time flying over or under the projectile spam.
Seriously though, no matter I type, Praxis put it best (click the link to go to the original post, which contains quotes, thus why I don't quote it directly):

*important stuff about jungle japes*


Yeah, I planned on resurrecting this thread once I have a good enough internet connection that I can actually update the OP without fear of spending 3 hours on it only to discover internet ate my post.
 

8BitRevolver

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im pretty sure luigis mansion is a great stage for kirby since there is an opertunity for a jab lock everywhere, he lives a lot longer, his f smash and hammer kills most people a lot sooner, and the house makes for great cover
 

fromundaman

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im pretty sure luigis mansion is a great stage for kirby since there is an opertunity for a jab lock everywhere, he lives a lot longer, his f smash and hammer kills most people a lot sooner, and the house makes for great cover
Actually, the first swing of the hammer and the grounded hammer are actually worse on that stage since the ceiling nullifies the upwards knockback, though the second swing of the aerial hammer works very well, and in other parts of the stage, all work well. Star KOs are generally harder on this stage (though Kirby's Uthrow works pretty well when the top of the house is still standing).

Fsmash can have some trouble killing on the bottom floor, though on the flipside it can also semi-spike if you manage to make the hit the ceiling just once before going offstage.
 

Triple_R2

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im pretty sure luigis mansion is a great stage for kirby since there is an opertunity for a jab lock everywhere, he lives a lot longer, his f smash and hammer kills most people a lot sooner, and the house makes for great cover
I don't think Luigi's Mansion is a bad stage, but I don't really think it's the best. As for the Jab lock, other people could end up jab locking you instead, so I don't know if that factor is a huge plus. I do agree that the stage does help Kirby live to extremely high percentages if played right. All in all, that stage is probably a decent counter pick, depending on your opponent of course. Most of the time I find myself trying to destroy the house when I return from a stock so I can get a KO in quick, and then hoping the house grows back close to when they return from a stock so it's harder to KO Kirby. So I find myself trying to get into system :laugh:
 

kirbz

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what do you guys think about delfino plaza?

i don't really know, i just love it because of the music, scenery, and mood.
 

fromundaman

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what do you guys think about delfino plaza?

i don't really know, i just love it because of the music, scenery, and mood.
I like it. You can attack through the main platform with Uair, spit people off the walkoff edges, and Dair to water canceled stone, as well as easier cutter spikes in the water than on Pirate Ship.
It's also easier to Kirbycide by either Uthrowing or inhaling while the stage takes off.
 

Asdioh

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PS is really good for Kirby. Like that one time where I turned into a rock on one of the floating platforms, the stage changed, and my rock KO'd my opponent when the platform came down to the ground.

Jablocks against PS walls. Weird ledges that mess up your opponents recoveries more often than Kirby's recovery.

I'd definitely recommend that stage against most characters, if you like it.

The only negative thing I can think about this stage is that sometimes you might, say, fsmash someone for the KO, but they'll hit a wall instead and be saved. This works both ways though; this feature might save you as well.


Anyway, we should discuss some other stages we haven't talked about yet. Anyone have any ideas? Pick a couple obscure stages and I'll start testing them extensively against people when I get the chance.
 
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